#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

uniform float time;
out vec3 color;
void main()
{
	gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
	color = aColor * (sin(time)+1.0)/2.0;
}